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What's the funniest thing you've read on a programming forum?


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#1 Sock5   Members   -  Reputation: 162

Posted 13 April 2013 - 10:28 AM

http://www.gamedev.net/topic/104648-why-does-diarreha-burn/ < this caught me off guard, I think I broke a blood vessel in my left eye from laughing.


>removed<


Sponsor:

#2 Toothpix   Crossbones+   -  Reputation: 810

Posted 13 April 2013 - 01:32 PM

Read this entire post. It is a poll of sorts on Stack Overflow about funny comments in source files. LINK Then your eyes' blood vessels can be symmetrical.


C dominates the world of linear procedural computing, which won't advance. The future lies in MASSIVE parallelism.


#3 Khaiy   Crossbones+   -  Reputation: 1342

Posted 13 April 2013 - 03:13 PM

Khaiy... Reputation: 747 has been making me chuckle lately.



#4 evolutional   Moderators   -  Reputation: 1068

Posted 13 April 2013 - 04:21 PM

Fongerchat, etc



#5 ysg   Members   -  Reputation: 192

Posted 13 April 2013 - 07:43 PM

http://thedailywtf.com/

#6 tstrimple   Prime Members   -  Reputation: 1718

Posted 13 April 2013 - 11:00 PM

Well, there is always the single player campaign.

 

 

I'm sick, I know.



#7 Memories are Better   Prime Members   -  Reputation: 769

Posted 14 April 2013 - 08:12 AM

I cant find the thread, but it is on here, the op who is a troll (or an idiot) wants to great a game in HTML ONLY but refuses to take any advice, saying it must be HTML ONLY due to speed etc. I did a brief search but couldn't find, but judging by the amount of responses, I would say someone knows what I am on about and has it marked.



#8 Paradigm Shifter   Crossbones+   -  Reputation: 5372

Posted 14 April 2013 - 08:17 AM

I'm pretty sure he wanted to use HTML and variables to make his amazing MMO hockey game.


"Most people think, great God will come from the sky, take away everything, and make everybody feel high" - Bob Marley

#9 Cornstalks   Crossbones+   -  Reputation: 6989

Posted 14 April 2013 - 08:45 AM

From this forum:

 

MP3-Beating Compression

The MMO with HTML and variables thread that I too cannot find

GDNet: The Trading Card Game

Any thread started by boolean...

 

Ah, good old nostalgia.


[ I was ninja'd 71 times before I stopped counting a long time ago ] [ f.k.a. MikeTacular ] [ My Blog ] [ SWFer: Gaplessly looped MP3s in your Flash games ]

#10 slicer4ever   Crossbones+   -  Reputation: 3886

Posted 14 April 2013 - 09:32 AM

GDNet: The Trading Card Game

And their goes my productivity for the day=-)
Check out https://www.facebook.com/LiquidGames for some great games made by me on the Playstation Mobile market.

#11 Bacterius   Crossbones+   -  Reputation: 8861

Posted 14 April 2013 - 09:56 PM

From this forum:

 

MP3-Beating Compression

 

This one is amazing. So many people actually believing in OP.


The slowsort algorithm is a perfect illustration of the multiply and surrender paradigm, which is perhaps the single most important paradigm in the development of reluctant algorithms. The basic multiply and surrender strategy consists in replacing the problem at hand by two or more subproblems, each slightly simpler than the original, and continue multiplying subproblems and subsubproblems recursively in this fashion as long as possible. At some point the subproblems will all become so simple that their solution can no longer be postponed, and we will have to surrender. Experience shows that, in most cases, by the time this point is reached the total work will be substantially higher than what could have been wasted by a more direct approach.

 

- Pessimal Algorithms and Simplexity Analysis


#12 tstrimple   Prime Members   -  Reputation: 1718

Posted 14 April 2013 - 10:48 PM

I can't believe I forgot about the space tubes!



#13 Khatharr   Crossbones+   -  Reputation: 3001

Posted 14 April 2013 - 11:26 PM

From this forum:

 

MP3-Beating Compression

 

This one is amazing. So many people actually believing in OP.

 

Original File:   100mb
CAR File:        100mb
ZIPped Original: 99mb
ZIPped CAR:      3 bytes

 

LMFAO


void hurrrrrrrr() {__asm sub [ebp+4],5;}

There are ten kinds of people in this world: those who understand binary and those who don't.

#14 BLM768   Members   -  Reputation: 295

Posted 14 April 2013 - 11:47 PM

Original File:   100mb
CAR File:        100mb
ZIPped Original: 99mb
ZIPped CAR:      3 bytes

 

A 3-byte file only has enough entropy to encode 2553 different combinations. Even if we assume that every one of those combinations decompresses to a 100MB file, those three bytes can only represent a very tiny percentage of all possible 100MB files. How tiny? My calculator can represent numbers up to 1e999, and it overflowed when calculating the number of possible 100MB files in existence. Since my calculator won't cut it, I started a calculation in GNU bc, which is an arbitrary-precision calculator. It's been running for about 5 minutes now, and it still hasn't given me the answer. This result would be a very special case of the algorithm.

 

On top of that, I'm pretty sure that the header for a ZIP file alone is well more than 3 bytes.

 

Edit:

 

After over 45 minutes, I just killed the job. Calculating it in a more sane manner, it's about 10^(-2,523,430), which is reeeealy tiny.


Edited by BLM768, 15 April 2013 - 12:43 AM.


#15 slicer4ever   Crossbones+   -  Reputation: 3886

Posted 15 April 2013 - 12:05 AM


Original File: 100mb
CAR File: 100mb
ZIPped Original: 99mb
ZIPped CAR: 3 bytes

LMFAO


37009468.jpg
Check out https://www.facebook.com/LiquidGames for some great games made by me on the Playstation Mobile market.

#16 Khatharr   Crossbones+   -  Reputation: 3001

Posted 15 April 2013 - 05:29 AM

That's okay, in Steins;Gate they compress a person's entire conciousness (2.5 petabytes, according to the lore) down to something like 50 bytes by using black holes generated by the large hadron collider.


void hurrrrrrrr() {__asm sub [ebp+4],5;}

There are ten kinds of people in this world: those who understand binary and those who don't.

#17 DaBookshah   Members   -  Reputation: 174

Posted 15 April 2013 - 06:12 PM

 

Original File:   100mb
CAR File:        100mb
ZIPped Original: 99mb
ZIPped CAR:      3 bytes

 

A 3-byte file only has enough entropy to encode 2553 different combinations. Even if we assume that every one of those combinations decompresses to a 100MB file, those three bytes can only represent a very tiny percentage of all possible 100MB files. How tiny? My calculator can represent numbers up to 1e999, and it overflowed when calculating the number of possible 100MB files in existence. Since my calculator won't cut it, I started a calculation in GNU bc, which is an arbitrary-precision calculator. It's been running for about 5 minutes now, and it still hasn't given me the answer. This result would be a very special case of the algorithm.

 

On top of that, I'm pretty sure that the header for a ZIP file alone is well more than 3 bytes.

 

Edit:

 

After over 45 minutes, I just killed the job. Calculating it in a more sane manner, it's about 10^(-2,523,430), which is reeeealy tiny.

 

Or you could, you know, just use logarithms.



#18 phantom   Moderators   -  Reputation: 7267

Posted 16 April 2013 - 04:36 AM

From this forum:
 
MP3-Beating Compression

 
This one is amazing. So many people actually believing in OP.
Back then I did implement something based on the ramblings of the OP with regards to his technique - ironically the data the program ultimately produced had the opposite effect, it caused zip compression to fail to reduce the size on any file which it was run on including small text files and mp3 files.

#19 Bacterius   Crossbones+   -  Reputation: 8861

Posted 16 April 2013 - 04:45 AM



From this forum:
 
MP3-Beating Compression

 
This one is amazing. So many people actually believing in OP.


Back then I did implement something based on the ramblings of the OP with regards to his technique - ironically the data the program ultimately produced had the opposite effect, it caused zip compression to fail to reduce the size on any file which it was run on including small text files and mp3 files.


 
Same here, well, I wasn't around Gamedev at the time (hell I wasn't even in my teens back then) but a few years ago I figured out a groundbreaking compression algorithm. I was really excited but a few hours later I eventually discovered my algorithm wasn't reversible. My hopes were swiftly crushed. Then I read up on compression and laughed at myself in shame. So this thread does hit a bit close to home, but at least I didn't make a fool of myself in front of the world ;)

The slowsort algorithm is a perfect illustration of the multiply and surrender paradigm, which is perhaps the single most important paradigm in the development of reluctant algorithms. The basic multiply and surrender strategy consists in replacing the problem at hand by two or more subproblems, each slightly simpler than the original, and continue multiplying subproblems and subsubproblems recursively in this fashion as long as possible. At some point the subproblems will all become so simple that their solution can no longer be postponed, and we will have to surrender. Experience shows that, in most cases, by the time this point is reached the total work will be substantially higher than what could have been wasted by a more direct approach.

 

- Pessimal Algorithms and Simplexity Analysis


#20 BladeOfWraith   Members   -  Reputation: 245

Posted 16 April 2013 - 03:04 PM

Beware the one who is Nes8Bit

 

 

My *girlfriends* X drove me over

 

 

Going in the Army

 

 

MadKeithV > TEH Univarse

 

I'm shocked by the lack of Ravuya in my favorite threads o_O


"You can't say no to waffles" - Toxic Hippo





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